Friday, 9 December 2011

Briankasugano found and documented this effect a while ago. His original video was made for Vanilla but the bug remains in Ultimate. So credit and props to him before we get started. It seems like no one else has really tested it out or looked into it since then and there's a bunch of stuff that isn't documented, so here we go...

Monday, 14 November 2011

There's a 'huge thanks' bit in the video but this showcase wouldn't have been possible without all of those names. This is basically a choice selection of some of the odd things players discovered in MvC3 over it's 9 month life

Thursday, 10 November 2011

Since I wasn't fortunate enough to get UMvC3 early (grrrr!!!), I'm stuck with Vanilla for the moment. I'm thinking of putting Skrull on my new team and I don't think I've actually selected him since the day 1 vid, so this is a good time to get used to his properties and specials.

The tenderizer infinite was documented a few months ago but not only have I not seen anyone reproduce it but the finder doesn't even loop it in the video. Instead using the playback/record feature to repeat the combo (you would only need to actually record a single rep). After spending about an hour messing around with this yesterday, I have to assume that this is because of the extreme difficulty. It actually feels like 2 1-frame links on consecutive frames (the inputs being up-forward and then L). I guess you could get good at it but I think the chances of anyone relying on it in match are very unlikely.

Monday, 7 November 2011

I'm back from the dead to bring you Episode 5, featuring Cammy. This one is even more my favorite than Dudley. Definitely the most fun remix to do too. Transcript and details on how much horrible walking between normals was required follows...

Monday, 31 October 2011

4th episode. As usual, this one is my favourite so far. I was really hyped to get some of this stuff outside of training mode and to get everything to KO. Bonus points for anyone who can name the 3 themes used in the remix. Transcript follows...

Monday, 17 October 2011

3rd week of unofficial character trailers. This is definitely my favorite so far, had loads of fun doing the remix. Also, the post KO stuff, although mad difficult, turned out awesome. Transcript follows...

Monday, 10 October 2011

Awesomely, Machinima have started giving my videos stupid names. This is the 2nd Combovid/unofficial character trailer in the series. Look out for them every Monday! Full transcipt and details below...

Tuesday, 6 September 2011

I decided to test out some Chun stuff vs the whole cast. Turns out she has some pretty ridiculous things vs a lot of characters, if you catch them crouching. These are the first documented infinites vs T. Hawk (that I know of).

Saturday, 27 August 2011

I'm super excited to finally announce the release of the new Project Dolphin EP. It features 3 VGM remixes along with an extended mix of the track used for the SSFIV:AE, Top 8 Hype video, shown at Evo 2011.

Monday, 8 August 2011

Here's another Machinima vid if you missed it. Compiling the best bits of the 'MvC3 - Advanced' series plus a bonus Spncer/Joe/Sent clip and some floaty Chun goodness near the end. I might start doing more vids in this style (for my channel) since I like the HD look.

Also, I haven't listened to the MvC3 soundtrack for more than 2/3 minutes when I first got the game back in February because I really, really didn't like it. I just realized though, that there are 1 or 2 tracks that I do enjoy, that's why Amaterasu's ended up in the is vid.

Tuesday, 2 August 2011

This video actually started life back in November/December last year. The original plans were to make it into a 3 part youtube series. However, the opportunity came up to have it shown at Evo, so we decided to put a lot more work into getting the best possible footage and generally making it as hype as possible for the occasion. Athol Cassidy and myself (Project Dolphin) also wrote and recorded an original piece of music, specifically for the soundtrack.

Saturday, 23 July 2011

I'm incredibly privileged to have been given permission to use footage from Joo's Combo collection DVD for this project. So first, I want to give a big thank you to both Joo and Magnetro for making it happen.

Tuesday, 19 July 2011

This marks my first video for the Machinima Network. I know a lot of people had suggested I try to branch out and specifically suggested Machinima. All of that encouragement was very much appreciated, and I thank you all for the support. I will still be uploading just as much content on my own channel (as soon as the evo project is out of the way) and anything I make for machinima will be covered here on my blog. So if you don't want to miss anything, be sure to bookmark this page or click the 'Follow by Email' box to the top-right of the page!

Thursday, 14 July 2011

Teaming up with error1 with a vid, many months in the making. Be sure to watch the Evo stream to see the premiere. Then, in August, the full vid and a bunch of additional content will be landing across both error1's youtube channel and my own.

Friday, 8 July 2011

This video was basically an excuse to feature Kota813's awesome new Chun infinite. Exploiting the fact that the minimum level of hit-stun inflicted by any move increases after an Aerial Exchange and finding a reliable loop that doesn't require Chun to reach the top of any given stage.

Wednesday, 22 June 2011

I think I'd been so obsessed with the [cr. HP xx Legs] loop that I just didn't think to work on any variations that could be more useful in some situations. This is easier than the cr. HP xx Legs because you can plink the st. HK into MK (you can see the inputs in the video).

Also, a quick combo vid update. Tomorrow will see the first dedicated Arcade Edition combo video premiering on my channel, with a transcript following here, soon after. There's an ongoing vote taking place in the comments of 'Execution Ep.2' to decide the character who will feature but Yang is looking to be the run away winner right now (feel free to all head over and vote for Yun though, it's not too late!!!). Even though I haven't been fortunate enough to actually play Arcade Edition yet, I've been working on ideas and music for a few weeks now. So, hopefully it'll be well worth the wait.

Huge thanks to everyone who has taken the time to follow/bookmark this blog. Your support is much appreciated and I'm doing my best to make it worth your time!

See you on the other side of what will probably end up being a ridiculous 6-8 hour Arcade Edition session tomorrow!

Friday, 27 May 2011

So, if you haven't been keeping score, my previous best attempt was 149. Since then, Majestros managed 181 in his awesome, tool-assisted Chun Li combo vid. So, sticking with my self-imposed rule of performing the combo on a standing opponent, this is my latest attempt to hit the 'highest combo' ceiling. Performed outside of training mode to prove that I'm hardcore.

Friday, 20 May 2011

In previous versions of MvC3 (1.00-1.02) this would have been a perfect set up for Spencer's H-Wire Grapple loop, now he has to make do with repeated OTGs with the help of hidden missiles. It is possible to get more damage out of this same combo (by omitting the first sj.M and allowing further missiles to connect before the H-Wire Grapples) but I just wanted to end the clip with a KO on the instant air j. H-Wire Grapple. The 2nd variation is there to show something that would lead easily into Spencer's Bionic maneuvers, if you needed the extra damage.

Tuesday, 3 May 2011

"DESK please get w/ a friend or someone who lets you do this to them online to see﻿ if you can lock up both machines!????"xtxoxpxd

This was basically a proof of concept, to see if was possible to simultaneously lock-up 2 machines at the same time.

Initially, it seemed like this wouldn't work. Firstly, attempting to properly time the single, stacked Hidden missile seemed to be very inconsistent under laggy online conditions. Secondly, for reasons that I can't explain, the game randomly speeds up after around 15 launchers, making the timing even more difficult. Finally, we were actually able to set off 25 Hidden missile launchers at one point and the game showed no signs of crashing (in normal gameplay 20 will lock-up your machine).

However, after a little more testing, it finally worked and I persuaded a friend of mine (the legendary WBW) to set-up a camera and begin filming for the video.

I was quickly able to get over the timing issue by triple tapping H every time and just trying to react to any speed changes in the gameplay. The MvC3 online code seemed to take care of the rest and it ended up being really straight forward.

We quickly found that the 'crash' threshold was 31 Missile launchers. 30 would do nothing but inflict a silly, 1 million+ in chipdamage (see 0:38). But whenever we hit 31, both machines would consistently lock-up.

I now have no doubt in my mind that, before the 1.03 update patch, when the Zero glitch was still possible. You could have entered a random online match, snapped back your opponents characters and then proceeded to tag in Dr. Doom and freeze both your own and your opponents machine (In normal gameplay, you could never get this glitch to work because it takes around 30seconds to set up and you can be easily interrupted at any point). Now, this would mean that anyone who didn't know about the glitch would get a possibly funny, possible infuriating surprise. And anyone who did know what was going on, would be forced to quit out of the game.

This isn't game breaking in normal gameplay but I have to assume that it will be removed in the next patch. Simply by forcing an extra few frames, during which time, Doom can't spawn another missile launcher.

Monday, 25 April 2011

As well as featuring new videos. I'm taking the opportunity to look-back, write up detailed transcripts and hopefully provide a little insight into some older CMVs. Specific video requests are more than welcome.

Firstly, the slightly odd title is a geeky reference to the time signature of the soundtrack. The music was actually written specifically for this video and ended up on the 'mega' EP.

In Super Street Fighter 4 , the start-up of Akuma's st. RH was increased in order to stop his vanilla SFIV loop of [st. jab, st. RH] repeat. That pretty much did the trick as, under normal circumstances, it isn't actually possible to combo into the st. RH. Every instance of it happening in this video is after a jab that cunningly avoids it's first active frame (ie. it connects 'meaty') allowing it to end sooner and compensate for the st. RH change.

I made extra effort while capturing the footage for this video to avoid using training mode. Most non-tool-assisted CMVs you'll see will be dominated by the training mode background. That's simply because it's much, much easier and quicker to get footage this way. Doing the same thing in vs mode requires having to build meter after every attempt, going to the next round so the dummy has enough energy to survive the combo, taking hits to build ultra meter back etc. For me though, it's definitely worth it for a project like this. Aside from just making everything look better, it also allows for clips to end with the announcer shouting "KO!!". Which I enjoy very much.

Most of the combos are still very difficult but I found that, after I had spent so much time learning the Chunloop a few months earlier, I felt like my overall execution had improved 30-40%. So, getting the footage from vs mode wasn't half as annoying or time consuming as I thought it would be.

Detailed Transcription:0:14 Vs Seth: Slightly delaying the 2nd st. jab allows it to connect meaty and enables the st. RH combo. Post stun - air.hk, hadoken, dp was something I didn't realize would work but it did. Rock!!!

0:53 - vs Hawk: In order to get 8 cr. mp. You have to walk forward for 2-3 frames after each fb xx FADC. Anymore and the combo breaks, any fewer and the final cr. mp will whiff. The cr. mp xx teleport xx U2 must be done, very, very quickly for it to connect.

1:02 - vs Dudley: 3 reps. After the final RH, st. MP is the only normal that will connect.

1:12 - vs Sagat: the st. jab must be delayed to create the meaty opportunity.

1:56 - vs Rufus: cr. jab into st. jab must be performed slowly to enable the meaty set-up. Also, using all meter midscreen and ending with untechable knock down.

2:05 - vs Rufus 2: cr. mk into RH-HK will not connect on Rufus after the loop x 2 (He will be out of range). In order for it to work the HK KOs, creating a juggle state and allowing Akuma to catch up. Also the HK motion must be input before the cr. mk connects. This is difficult.

Saturday, 16 April 2011

Thought I'd kick things off by pimping an interview I did for the latest issue of UK PS3 magazine 'Play' (They're the guys who recently had the sick SFxT coverage and interview with Ono san from Captivate).

Subjects include, why I'm named after furniture, entering tournaments, combovideos, my band and me accidentally calling out Sirlin. You should be able to find it in your newsagents today (it's issue 204).